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<article id="content">
<header>
<h1 class="title">Module <code>py3dtilers.Texture.texture</code></h1>
</header>
<section id="section-intro">
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">import numpy as np
from PIL import Image


class Texture():
    &#34;&#34;&#34;
    A Texture contains a Pillow Image.
    A Texture can be cropped.
    &#34;&#34;&#34;

    folder = None
    quality = 75  # 95 is considered the best because 100 disables some portions of jpeg compression, 1 is the worst
    compress_level = 0
    format = &#39;.jpg&#39;

    def __init__(self, image_path):
        &#34;&#34;&#34;
        :param image_path: path to the image (or a stream with image bytes)
        Create a pillow.image:
        &#34;&#34;&#34;
        self.image = Image.open(image_path)

    def get_cropped_texture_image(self, uvs):
        &#34;&#34;&#34;
        Return a part of the original image.
        The original is cropped to keep only the area defined by the UVs.
        :param uvs: the uvs
        :return: a Pillow Image
        &#34;&#34;&#34;
        image = self.cropImage(self.image, uvs)
        return image.convert(&#34;RGBA&#34;)

    def cropImage(self, image, uvs):
        &#34;&#34;&#34;
        Crop the image to keep the area defined by the uvs.
        :param image: the Pillow Image to crop.
        :param uvs: the uvs defining the area.
        :return: a Pillow Image
        &#34;&#34;&#34;
        minX = 2
        maxX = -1

        minY = 2
        maxY = -1

        texture_size = image.size
        for uv_triangle in uvs:
            for uv in uv_triangle:
                if uv[0] &lt; minX:
                    minX = uv[0]
                if uv[0] &gt; maxX:
                    maxX = uv[0]
                if uv[1] &lt; minY:
                    minY = uv[1]
                if uv[1] &gt; maxY:
                    maxY = uv[1]

        cropped_image = image.crop((minX * texture_size[0], minY * texture_size[1], maxX * texture_size[0], maxY * texture_size[1]))

        self.updateUvs(uvs, [minX, minY, maxX, maxY])
        return cropped_image

    def updateUvs(self, uvs, rect):
        &#34;&#34;&#34;
        Update the UVs to match the new ratio.
        :param uvs: the uvs
        :param rect: the area (minX, minY, maxX, maxY)
        &#34;&#34;&#34;
        offsetX = rect[0]
        offsetY = rect[1]
        if rect[2] != rect[0]:
            ratioX = 1 / (rect[2] - rect[0])
        else:
            ratioX = 1
        if rect[3] != rect[1]:
            ratioY = 1 / (rect[3] - rect[1])
        else:
            ratioY = 1

        for i in range(0, len(uvs)):
            for y in range(0, 3):
                new_u = (uvs[i][y][0] - offsetX) * ratioX
                new_v = (uvs[i][y][1] - offsetY) * ratioY
                uvs[i][y] = np.array([new_u, new_v])

    @staticmethod
    def set_texture_folder(folder):
        &#34;&#34;&#34;
        Sets the folder where the textures should be written.
        :param quality: the path to a folder
        &#34;&#34;&#34;
        Texture.folder = folder

    @staticmethod
    def set_texture_quality(quality):
        &#34;&#34;&#34;
        Sets the quality of the textures, between 1 and 100%.
        :param quality: a number between 1 and 100
        &#34;&#34;&#34;
        quality = max(1, min(quality, 100))
        Texture.quality = quality

    @staticmethod
    def set_texture_compress_level(compress_level):
        &#34;&#34;&#34;
        Sets the compression level of the textures, between 0 and 9. 0 is no compression, 9 is maximum compression.
        :param compress_level: a number between 0 and 9
        &#34;&#34;&#34;
        compress_level = max(0, min(compress_level, 9))
        Texture.compress_level = compress_level

    @staticmethod
    def set_texture_format(format):
        &#34;&#34;&#34;
        Sets the image file format (PNG or JPEG).
        :param format: a format as string
        &#34;&#34;&#34;
        Texture.format = &#39;.&#39; + format</code></pre>
</details>
</section>
<section>
</section>
<section>
</section>
<section>
</section>
<section>
<h2 class="section-title" id="header-classes">Classes</h2>
<dl>
<dt id="py3dtilers.Texture.texture.Texture"><code class="flex name class">
<span>class <span class="ident">Texture</span></span>
<span>(</span><span>image_path)</span>
</code></dt>
<dd>
<div class="desc"><p>A Texture contains a Pillow Image.
A Texture can be cropped.</p>
<p>:param image_path: path to the image (or a stream with image bytes)
Create a pillow.image:</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Texture():
    &#34;&#34;&#34;
    A Texture contains a Pillow Image.
    A Texture can be cropped.
    &#34;&#34;&#34;

    folder = None
    quality = 75  # 95 is considered the best because 100 disables some portions of jpeg compression, 1 is the worst
    compress_level = 0
    format = &#39;.jpg&#39;

    def __init__(self, image_path):
        &#34;&#34;&#34;
        :param image_path: path to the image (or a stream with image bytes)
        Create a pillow.image:
        &#34;&#34;&#34;
        self.image = Image.open(image_path)

    def get_cropped_texture_image(self, uvs):
        &#34;&#34;&#34;
        Return a part of the original image.
        The original is cropped to keep only the area defined by the UVs.
        :param uvs: the uvs
        :return: a Pillow Image
        &#34;&#34;&#34;
        image = self.cropImage(self.image, uvs)
        return image.convert(&#34;RGBA&#34;)

    def cropImage(self, image, uvs):
        &#34;&#34;&#34;
        Crop the image to keep the area defined by the uvs.
        :param image: the Pillow Image to crop.
        :param uvs: the uvs defining the area.
        :return: a Pillow Image
        &#34;&#34;&#34;
        minX = 2
        maxX = -1

        minY = 2
        maxY = -1

        texture_size = image.size
        for uv_triangle in uvs:
            for uv in uv_triangle:
                if uv[0] &lt; minX:
                    minX = uv[0]
                if uv[0] &gt; maxX:
                    maxX = uv[0]
                if uv[1] &lt; minY:
                    minY = uv[1]
                if uv[1] &gt; maxY:
                    maxY = uv[1]

        cropped_image = image.crop((minX * texture_size[0], minY * texture_size[1], maxX * texture_size[0], maxY * texture_size[1]))

        self.updateUvs(uvs, [minX, minY, maxX, maxY])
        return cropped_image

    def updateUvs(self, uvs, rect):
        &#34;&#34;&#34;
        Update the UVs to match the new ratio.
        :param uvs: the uvs
        :param rect: the area (minX, minY, maxX, maxY)
        &#34;&#34;&#34;
        offsetX = rect[0]
        offsetY = rect[1]
        if rect[2] != rect[0]:
            ratioX = 1 / (rect[2] - rect[0])
        else:
            ratioX = 1
        if rect[3] != rect[1]:
            ratioY = 1 / (rect[3] - rect[1])
        else:
            ratioY = 1

        for i in range(0, len(uvs)):
            for y in range(0, 3):
                new_u = (uvs[i][y][0] - offsetX) * ratioX
                new_v = (uvs[i][y][1] - offsetY) * ratioY
                uvs[i][y] = np.array([new_u, new_v])

    @staticmethod
    def set_texture_folder(folder):
        &#34;&#34;&#34;
        Sets the folder where the textures should be written.
        :param quality: the path to a folder
        &#34;&#34;&#34;
        Texture.folder = folder

    @staticmethod
    def set_texture_quality(quality):
        &#34;&#34;&#34;
        Sets the quality of the textures, between 1 and 100%.
        :param quality: a number between 1 and 100
        &#34;&#34;&#34;
        quality = max(1, min(quality, 100))
        Texture.quality = quality

    @staticmethod
    def set_texture_compress_level(compress_level):
        &#34;&#34;&#34;
        Sets the compression level of the textures, between 0 and 9. 0 is no compression, 9 is maximum compression.
        :param compress_level: a number between 0 and 9
        &#34;&#34;&#34;
        compress_level = max(0, min(compress_level, 9))
        Texture.compress_level = compress_level

    @staticmethod
    def set_texture_format(format):
        &#34;&#34;&#34;
        Sets the image file format (PNG or JPEG).
        :param format: a format as string
        &#34;&#34;&#34;
        Texture.format = &#39;.&#39; + format</code></pre>
</details>
<h3>Class variables</h3>
<dl>
<dt id="py3dtilers.Texture.texture.Texture.compress_level"><code class="name">var <span class="ident">compress_level</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.folder"><code class="name">var <span class="ident">folder</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.format"><code class="name">var <span class="ident">format</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.quality"><code class="name">var <span class="ident">quality</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
</dl>
<h3>Static methods</h3>
<dl>
<dt id="py3dtilers.Texture.texture.Texture.set_texture_compress_level"><code class="name flex">
<span>def <span class="ident">set_texture_compress_level</span></span>(<span>compress_level)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the compression level of the textures, between 0 and 9. 0 is no compression, 9 is maximum compression.
:param compress_level: a number between 0 and 9</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_compress_level(compress_level):
    &#34;&#34;&#34;
    Sets the compression level of the textures, between 0 and 9. 0 is no compression, 9 is maximum compression.
    :param compress_level: a number between 0 and 9
    &#34;&#34;&#34;
    compress_level = max(0, min(compress_level, 9))
    Texture.compress_level = compress_level</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.set_texture_folder"><code class="name flex">
<span>def <span class="ident">set_texture_folder</span></span>(<span>folder)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the folder where the textures should be written.
:param quality: the path to a folder</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_folder(folder):
    &#34;&#34;&#34;
    Sets the folder where the textures should be written.
    :param quality: the path to a folder
    &#34;&#34;&#34;
    Texture.folder = folder</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.set_texture_format"><code class="name flex">
<span>def <span class="ident">set_texture_format</span></span>(<span>format)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the image file format (PNG or JPEG).
:param format: a format as string</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_format(format):
    &#34;&#34;&#34;
    Sets the image file format (PNG or JPEG).
    :param format: a format as string
    &#34;&#34;&#34;
    Texture.format = &#39;.&#39; + format</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.set_texture_quality"><code class="name flex">
<span>def <span class="ident">set_texture_quality</span></span>(<span>quality)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the quality of the textures, between 1 and 100%.
:param quality: a number between 1 and 100</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_quality(quality):
    &#34;&#34;&#34;
    Sets the quality of the textures, between 1 and 100%.
    :param quality: a number between 1 and 100
    &#34;&#34;&#34;
    quality = max(1, min(quality, 100))
    Texture.quality = quality</code></pre>
</details>
</dd>
</dl>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.Texture.texture.Texture.cropImage"><code class="name flex">
<span>def <span class="ident">cropImage</span></span>(<span>self, image, uvs)</span>
</code></dt>
<dd>
<div class="desc"><p>Crop the image to keep the area defined by the uvs.
:param image: the Pillow Image to crop.
:param uvs: the uvs defining the area.
:return: a Pillow Image</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def cropImage(self, image, uvs):
    &#34;&#34;&#34;
    Crop the image to keep the area defined by the uvs.
    :param image: the Pillow Image to crop.
    :param uvs: the uvs defining the area.
    :return: a Pillow Image
    &#34;&#34;&#34;
    minX = 2
    maxX = -1

    minY = 2
    maxY = -1

    texture_size = image.size
    for uv_triangle in uvs:
        for uv in uv_triangle:
            if uv[0] &lt; minX:
                minX = uv[0]
            if uv[0] &gt; maxX:
                maxX = uv[0]
            if uv[1] &lt; minY:
                minY = uv[1]
            if uv[1] &gt; maxY:
                maxY = uv[1]

    cropped_image = image.crop((minX * texture_size[0], minY * texture_size[1], maxX * texture_size[0], maxY * texture_size[1]))

    self.updateUvs(uvs, [minX, minY, maxX, maxY])
    return cropped_image</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.get_cropped_texture_image"><code class="name flex">
<span>def <span class="ident">get_cropped_texture_image</span></span>(<span>self, uvs)</span>
</code></dt>
<dd>
<div class="desc"><p>Return a part of the original image.
The original is cropped to keep only the area defined by the UVs.
:param uvs: the uvs
:return: a Pillow Image</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_cropped_texture_image(self, uvs):
    &#34;&#34;&#34;
    Return a part of the original image.
    The original is cropped to keep only the area defined by the UVs.
    :param uvs: the uvs
    :return: a Pillow Image
    &#34;&#34;&#34;
    image = self.cropImage(self.image, uvs)
    return image.convert(&#34;RGBA&#34;)</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.texture.Texture.updateUvs"><code class="name flex">
<span>def <span class="ident">updateUvs</span></span>(<span>self, uvs, rect)</span>
</code></dt>
<dd>
<div class="desc"><p>Update the UVs to match the new ratio.
:param uvs: the uvs
:param rect: the area (minX, minY, maxX, maxY)</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def updateUvs(self, uvs, rect):
    &#34;&#34;&#34;
    Update the UVs to match the new ratio.
    :param uvs: the uvs
    :param rect: the area (minX, minY, maxX, maxY)
    &#34;&#34;&#34;
    offsetX = rect[0]
    offsetY = rect[1]
    if rect[2] != rect[0]:
        ratioX = 1 / (rect[2] - rect[0])
    else:
        ratioX = 1
    if rect[3] != rect[1]:
        ratioY = 1 / (rect[3] - rect[1])
    else:
        ratioY = 1

    for i in range(0, len(uvs)):
        for y in range(0, 3):
            new_u = (uvs[i][y][0] - offsetX) * ratioX
            new_v = (uvs[i][y][1] - offsetY) * ratioY
            uvs[i][y] = np.array([new_u, new_v])</code></pre>
</details>
</dd>
</dl>
</dd>
</dl>
</section>
</article>
<nav id="sidebar">
<h1>Index</h1>
<div class="toc">
<ul></ul>
</div>
<ul id="index">
<li><h3>Super-module</h3>
<ul>
<li><code><a title="py3dtilers.Texture" href="index.html">py3dtilers.Texture</a></code></li>
</ul>
</li>
<li><h3><a href="#header-classes">Classes</a></h3>
<ul>
<li>
<h4><code><a title="py3dtilers.Texture.texture.Texture" href="#py3dtilers.Texture.texture.Texture">Texture</a></code></h4>
<ul class="">
<li><code><a title="py3dtilers.Texture.texture.Texture.compress_level" href="#py3dtilers.Texture.texture.Texture.compress_level">compress_level</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.cropImage" href="#py3dtilers.Texture.texture.Texture.cropImage">cropImage</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.folder" href="#py3dtilers.Texture.texture.Texture.folder">folder</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.format" href="#py3dtilers.Texture.texture.Texture.format">format</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.get_cropped_texture_image" href="#py3dtilers.Texture.texture.Texture.get_cropped_texture_image">get_cropped_texture_image</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.quality" href="#py3dtilers.Texture.texture.Texture.quality">quality</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.set_texture_compress_level" href="#py3dtilers.Texture.texture.Texture.set_texture_compress_level">set_texture_compress_level</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.set_texture_folder" href="#py3dtilers.Texture.texture.Texture.set_texture_folder">set_texture_folder</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.set_texture_format" href="#py3dtilers.Texture.texture.Texture.set_texture_format">set_texture_format</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.set_texture_quality" href="#py3dtilers.Texture.texture.Texture.set_texture_quality">set_texture_quality</a></code></li>
<li><code><a title="py3dtilers.Texture.texture.Texture.updateUvs" href="#py3dtilers.Texture.texture.Texture.updateUvs">updateUvs</a></code></li>
</ul>
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